Been waiting a long time for this.I'll set aside some time to try it out. It's exciting to finally get to play the missions without load zones.
Thief 3 Gold has become part of the Sneaky Upgrade along with a few other mods and tweaking options. Check the corresponding thread here: http://www.ttlg.com/forums/showthread.php?t=138607
I'll keep only a list of features and my to-do list since most of the information from the original beta stage thread has become obsolete.
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This version has the following "features":
- No loading zones or blue fog in all nine proper missions (excl. the Inn tutorial)
- Re-designed transition zones (as faithful to the game as possible)
- Various fixes of broken/incomplete patrols, missing shadow-casting, un-ghostable AI positions, floating objects etc.
- Optional (via the SU menu): Fixed Keeper enforcers (slight health boost, bodies defined as monsters so NPC will react shocked to their corpses)
- Ambient fog option introduced to the SU, so you can almost get rid of the blue tint
- Removed transition zone symbol from hand-drawn maps
- From the Sneaky Upgrade side the game was tweaked to allow slightly larger maps (content-wise) which was necessary for the Cradle and Museum maps
- Optional (via the SU menu) fix to allow finishing the Widow Moira mission (Seaside Mansion) on EXPERT without stealing her inheritance
Plans for the future:
- Turning the tutorial mission into a proper mission on HARD/EXPERT (this is a lot of work)
- Tweaking/balancing remaining bugs etc.
- Including proper briefing videos like this: http://www.youtube.com/watch?v=Oorc2XpJ0gc (artists, volunteer!)
- Including proper hand-drawn maps (artists, volunteer!)
- Proper tweaking UI for the Sneaky Upgrade (AI awareness, equipment prices, HUD and font sizes etc.)
- Restoring cut content if possible (the fences' reaction to Garrett's behaviour in the Pagan/Hammerite intro missions, the tax collector subquest/sequence)
- Tweaking the movement of Garrett, maybe altered mesh
- Whatever comes up
What probably won't happen:
- Getting rid of City section loading zones (might work for small sections like Garrett's house or Fort Ironwood, but is a hassle in general because of the maps' complexity)
- Rope arrows and swimmable water
- Proper Pagan dialects
For any questions, criticism etc. please reply in the corresponding threads on ttlg.com or write me a PM there.
http://www.ttlg.com/forums/showthread.php?t=128793
http://www.ttlg.com/forums/showthread.php?t=143658
http://www.ttlg.com/forums/showthread.php?t=143659
Cheers and I hope you enjoy it,
Cúthalion
A big thank you for snobel, my partner in crime, as well as the beta testers and people making suggestions: Yara (who gave the most and thorough bug reports), Platinumocixity, Darth Slaughter, bikerdude, Kerrle, AntiMatter_16, lowenz (for posting it on RPS) and DJ Riff.
Last edited by Beleg Cúthalion; 26th Dec 2014 at 14:35. Reason: From beta to 1.0
Been waiting a long time for this.I'll set aside some time to try it out. It's exciting to finally get to play the missions without load zones.
I will be busy all April and maybe some time into May, so there should be enough time for accumulating bug reports. Looking forward to your input!
That would be an amazing honor to test it out! =O
Drop me a line, yo~
This does interest me! So weird, only last night I was Googling for a patch to remove loading zones.
question i got is does removing loading zones add to the lagg of game?
I haven't noticed any but then again my PC is powerful enough to run the Witcher 2 on medium settings (i.e. that is much more than required for TDS). In fact the ingame performance shouldn't be affected as much, rather the loading time of the maps.
just remembered one bug - if I remember correctly, when playing on hard difficulty, it's impossible to not take the captain widow's money and achieve the loot goal at the same time. would be nice to have this fixed (if not fixed already).
Well, I might try and give Thief3 another playthrough. I've only ever gotten through it once, but I've started it like, 12 times. Always seem to lose interest after the first mission.
What an awesome project! Looks like Gold fixes the most counter-immersive aspects of the game. I can't wait to check this out later tonight.
Yes, but is it also possible to fix the way movement is handled? That is the *only* thing stopping me from accepting this *almost* awesome game.
Fixing the movement would be a great dream come true. The OP mentioned something about Garrett that isn't finished yet.
"Plans for the future:
- Tweaking the movement of Garrett, maybe altered mesh"
Bump, we're going 1.0 (see first post)! I hope this can make your summer a bit better!
Congratulations and thanks!
I am pretty sure it was a looong way.
Awesome.
Congrats on release!
Mirror - Download.
Mailed to Rock Paper Shotgun![]()
First little bug found, I don't know if Gold-related or just there since 2004
Game (sometimes?) crashes after quicksaving in Cat o'Nine Tails room.
I'm afraid I'll need a better description or even a savegame to test that. And we better use the beta thread for discussing it. Thanks for the publicity, by the way!![]()
Last edited by lowenz; 1st Aug 2014 at 08:51.
Thanks! I wonder if we should have another announcement in GenGaming but maybe these guys drop in here anyway from time to time. Can't wait to get feedback... although... maybe only positive for now, I try to relax.![]()
CONGRATS!